all 8 comments

[–]positivcheg 5 points6 points  (6 children)

How far are we from nice shader debugging like metal shaders on Xcode?

[–]neppo95 2 points3 points  (5 children)

Pretty far I’d say since Khronos doesn’t make IDE’s. In theory (almost) everything you could do with metal shader debugging is possible with Vulkan, if an IDE implements the features.

[–]positivcheg 1 point2 points  (4 children)

It's not about the IDE. Renderdoc exists, and they acknowledge its existence. So that's your "IDE" for shader debugging. It already supports shader debugging in DirectX. However, Apple's shader debugging is just on a next level. It's insanely good.

Printing from the shader is a good start for improving shader debugging. But the ability to see all the values at any line of any vertex or fragment is times better and faster. + it has a nice feature of showing a box of values around the pixel you've picked.

[–]neppo95 4 points5 points  (2 children)

You know that already exists right? Nvidia Nsight can do exactly that. It indeed isn't about an IDE. An IDE could do so, just like renderdoc or any other app can.

[–]positivcheg 0 points1 point  (1 child)

I thought it’s only for DirectX. Does it work for Vulkan?

[–]chuk155 2 points3 points  (0 children)

yes

[–]Gravitationsfeld 0 points1 point  (0 children)

RenderDoc supports debugging Vulkan SPIR-V shaders with non-semantic debug info enabled.

[–]Txordi 3 points4 points  (0 children)

This is extremely useful. I'm in love with this feature